Recombinator

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Recombinators are currency items first introduced in Sentinel league, used to combine 2 non-Unique weapons, armours, or jewellery of the same item class.

Acquisition

Recombinators were only obtained from sources of Sentinel Rewards, which were disabled in the core game after the end of Sentinel league. As the Sentinel mechanic was not added as a core mechanic, they can only be obtained through trading other players in permanent leagues. They were also briefly obtainable during the Blast from the Past event.

Mechanics

For a more thorough breakdown and examples of Recombinator mechanics developed by Reddit users u/TheDiabeetusKing, u/Butsicles and u/Inch4Tk, refer to the following:

Base selection

Upon using a Recombinator, one of the two input items is chosen to be used as the base of the final item. This includes the following stats from the original input item:

  • The item's influence (including Shaper, Elder, or Conqueror) or influence-like status (Synthesised, Fractured, Eldritch), or any valid combination of the same
  • Anointments and enchantments
  • Scourge modifiers
  • Quality (including quality % and Catalyst quality)
  • (Non-default) Implicit modifiers (including Corrupted, Synthesised, Eldritch, or GildedGilded FossilStack Size: 10Item is overvalued by vendorsPlace in a Resonator to influence item crafting.
  • Mirrored tag
  • Corrupted tag

The stats of the output item will also determine which modifiers are eligible or ineligible to be retained during modifier selection. For example, if the output item does not have an influence, any influenced modifiers on the items will contribute to the total pool of modifiers but will never be chosen during modifier selection, making the pool of selectable modifiers smaller (and therefore making desirable modifiers more likely).

Crucible passive trees are not retained when using a Recombinator. Attempting to do so will cause a warning pop-up message that the Crucible passive tree will be removed.

Modifier pooling

Modifiers from each input item are separated into two pools of prefixes and suffixes, which are combined. Prefixes and suffixes are calculated independently throughout the process in this step and future steps.

Example item 1
Prefixes Suffixes
Life Fire Res
Mana Cold Res
Energy Shield N/A
3 2
Example item 2
Prefixes Suffixes
Life Strength
Physical Damage Dexterity
Evasion Rating N/A
3 2
Output pool
Prefixes Suffixes
Life1 Fire Res
Mana Cold Res
Energy Shield Strength
Life2 Dexterity
Physical Damage N/A
Evasion Rating N/A
6 4

Modifier selection

After the modifiers are pooled, the number of modifiers to be retained on the output item is selected based on the number of modifiers in each pool based on the following distributions:

Modifier count distribution
# of Modifiers in Pool Chance for 0 mods Chance for 1 mod Chance for 2 mods Chance for 3 mods
1 33.3% 66.7% N/A N/A
2 N/A 66.7% 33.3% N/A
3 N/A 30% 50% 20%
4 N/A 10% 55% 35%
5 N/A N/A 50% 50%
6 N/A N/A 30% 70%

In the example provided, the most likely outcome is 3 prefixes and 2 suffixes. Note that modifier groups can only be chosen once; in other words, once one of the life modifiers are selected, the other life modifier is blocked, making other modifiers significantly more likely to be chosen.

Example output item
Prefixes Suffixes
Life1 Cold Res
Mana Strength
Physical Damage N/A
3 2

Modifier doubling/blocking

Using modifiers in the same mod group can be beneficial, regardless of whether the modifier is desirable or not.

For example, on an item where the desirable outcome is an item with high strength, having high strength rolls on both input items will increase the chance for a strength roll to be chosen during modifier selection. In this case, both input modifiers should be of a desirable tier, as if a strength modifier is chosen it could select either of the modifiers' tiers.

Alternative, doubling modifiers in the same group can also be used to "block" mod groups by limiting the possible outcomes. Each time an undesirable modifier is chosen, it removes two modifiers from the pool instead of one, increasing the chance for desirable modifiers to be chosen for the remaining modifiers. Crafted modifiers can also be used to double modifiers of the same group, and have the additional benefit of being removable using the crafting bench if chosen.

Special recombinator modifiers

After modifiers are selected, there is a chance for the output item to obtain an additional exclusive modifier. It is estimated that the chance to obtain a Recombinator-only modifier is around 2%[confirmation needed].

The best method to obtain one of these modifiers for further crafting is by using two normal items of the appropriate basetype and crafting the opposite type of modifier on both items using the crafting bench (the same crafted suffix on both items to get a special prefix), always resulting in a magic item which can be imprinted.

Advanced crafting

Recombinators permit modifiers to exist on items that normally cannot have that modifier, typically due to the base type preventing the modifier from being rolled naturally, or the modifier being exclusively obtained from certain mechanics. Some notable examples:

Cogwork RingCogwork RingRequires Level 24-1 Prefix Modifier allowed
+1 Suffix Modifier allowed
Implicit Modifiers Cannot Be Changed
25% increased Suffix Modifier magnitudes
and Geodesic RingGeodesic RingRequires Level 24+1 Prefix Modifier allowed
-1 Suffix Modifier allowed
Implicit Modifiers Cannot Be Changed
25% increased Prefix Modifier magnitudes
can be used to increase the modifier pool size, but if chosen as an output base type, can still only select a maximum of 3 prefixes/suffixes despite the base type's additional modifier implicit. It is unknown if the modifier pool exceeding 6 affects the modifier count distribution on the output item.

List of recombinators

ItemEffect(s)
Armour RecombinatorArmour RecombinatorStack Size: 20Destroys two Armours to create a new Armour with a combination of their properties. Sometimes, the resultant item is modified unpredictablyRight click this item then select two Armours to combine. These items must be of the same item class.Destroys two Armours to create a new Armour with a combination of their properties. Sometimes, the resultant item is modified unpredictably
Weapon RecombinatorWeapon RecombinatorStack Size: 20Destroys two Weapons or Quivers to create a new Weapon or Quiver with a combination of their properties. Sometimes, the resultant item is modified unpredictablyRight click this item then select two Weapons or Quivers to combine. These items must be of the same item class.Destroys two Weapons or Quivers to create a new Weapon or Quiver with a combination of their properties. Sometimes, the resultant item is modified unpredictably
Jewellery RecombinatorJewellery RecombinatorStack Size: 20Destroys two Jewellery items to create a new Jewellery item with a combination of their properties. Sometimes, the resultant item is modified unpredictablyRight click this item then select two Jewellery items to combine. These items must be of the same item class.Destroys two Jewellery items to create a new Jewellery item with a combination of their properties. Sometimes, the resultant item is modified unpredictably

Version history

Version Changes
3.19.0
  • Existing Recombinators in permanent leagues can no longer be used on Mirrored items.
  • Fixed a bug where Recombinators were ignoring modifier groups in certain situations.
  • Drop disabled, as Sentinel mechanic is not added to the core game.[1]
3.18.0

References

  1. Community_Team (July 18, 2022). "Will Sentinel Become a Core Path of Exile Mechanic?". Official Path of Exile Forums. Retrieved August 16, 2022.

See also

  • Power CorePower CoreStack Size: 20Destroys two Sentinels to create a fully-charged Sentinel with a combination of their properties. Sometimes, the resultant item is modified unpredictablyRight click this item then select two Sentinels to combine.